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Narde
Narde is a Russian variant of backgammon similar to the Turkish Moultezim and the Greek Fevga.
Each player begins with fifteen checkers on the rightmost point of the far side of the board, at diagonally opposite corners from each other, and both move in the same direction, counterclockwise, around the board. The object is for the player to move all his checkers around the board and bear them off. White bears off at the lower-right; red bears off at the upper-left.
Both players roll one die, the higher number going first. The first player rolls the dice again to begin his turn, after which, the winner of the previous game goes first.
The roll of the dice designates how many points, or pips, the player must move his checkers.
A checker may be moved only to an open point not occupied by any opposing checkers.
The numbers on the two dice comprise separate moves.
Doubles are played twice.
Players must use both numbers of a roll if possible, or all four numbers in the case of doubles. If the player decides to play one number but not both, the player must play the higher one.
The starting point for either player is called the "head." Players may move only one checker off of their head each turn. The one exception is the first roll of the game in which players may move two checkers off their head. Two off the head is forced when a player rolls 3-3, 4-4, or 6-6 for his first roll.
The difference between Narde and other variants of backgammon is that there is no hitting. One checker controls a point, and an opposing checker may not land or touch down there.
Players may not build a prime (six consecutive blocks) in front of all of the opponent's checkers; at least one opposing checker must be in front of the prime.
Once players have moved all fifteen of their checkers into their finishing table, they may begin bearing off. Players bear off a checker by rolling a number that matches the point on which it resides, then removing the checker from the board.
If there is no checker on the point indicated by the roll, the player must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, the player must remove a checker from the highest point that has a checker.
The first player to bear off all his checkers wins the game and scores one point. If the winner bears off all his checkers before the loser has borne any off, he receives two points.
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